DetectorConstruction.cc 4.01 KB
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//
/// \file B1DetectorConstruction.cc
/// \brief Implementation of the B1DetectorConstruction class

#include "DetectorConstruction.hh"

#include "G4RunManager.hh"
#include "G4NistManager.hh"
#include "G4Box.hh"
#include "G4Tubs.hh"
#include "G4Cons.hh"
#include "G4Orb.hh"
#include "G4Sphere.hh"
#include "G4Trd.hh"
#include "G4LogicalVolume.hh"
#include "G4PVPlacement.hh"
#include "G4SystemOfUnits.hh"

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DetectorConstruction::DetectorConstruction()
: G4VUserDetectorConstruction(),
  fScoringVolume(0)
{ }

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DetectorConstruction::~DetectorConstruction()
{ }

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G4VPhysicalVolume* DetectorConstruction::Construct()
{  
  // Get nist material manager
  G4NistManager* nist = G4NistManager::Instance();
  G4double env_sizeXY = 20*cm, env_sizeZ = 30*cm;
  
  // Option to switch on/off checking of volumes overlaps
  //
  G4bool checkOverlaps = true;

  //     
  // World
  //
  //caracteristicas do cilíndro
  G4double raio_i = 0;
  G4double raio_e = 80.*m;
  G4double h = 100.*m;	
  G4double theta_0 = 0.*deg;
  G4double theta_f = 360.*deg;
  G4Material* world_mat = nist->FindOrBuildMaterial("G4_AIR");
  
  G4Tubs* cilindro = new G4Tubs("world", raio_i, raio_e, h, theta_0, theta_f);
      
  G4LogicalVolume* logicWorld =                         
    new G4LogicalVolume(cilindro,          //its solid
                        world_mat,           //its material
                        "World");            //its name
                                   
  G4VPhysicalVolume* physWorld = 
    new G4PVPlacement(0,                     //no rotation
                      G4ThreeVector(),       //at (0,0,0)
                      logicWorld,            //its logical volume
                      "World",               //its name
                      0,                     //its mother  volume
                      false,                 //no boolean operation
                      0,                     //copy number
                      checkOverlaps);        //overlaps checking
                     

  //
  //always return the physical World
  //
   fScoringVolume = logicWorld;
  return physWorld;
}

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